PhysX document: Scene queries are performed in three phases: broad phase, midphase and narrow phase.
Broad phase traverses the global scene spatial partitioning structure to find the candidates for mid and narrow phases.
midphase traverses the triangle mesh and heightfield internal culling structures, to find a smaller subset of the triangles in a mesh reported by the broad phase.
Narrow phase performs exact intersection tests (ray test for raycast() queries, and exact sweep shape tests or overlap tests for sweep() and overlap() queries).
GDC2013上Gino van den Bergen的分享:Physics for Game Programmers: Spatial Data Structures
内容:1)物理引擎中的碰撞检测(collision query);2)用于加速碰撞检测的常用空间数据结构
物理引擎使用空间数据结构的首要目的就是要加速query,包括离散碰撞检测(discrete collision detection)、连续碰撞检测(continuous collision detection)、空间查询(scene query)
离散碰撞检测对某一时刻场景中

物理引擎利用空间数据结构如uniform grid、spatial hashing、BSP tree、kd-tree、Bounding Volume Hierarchy(AABB Tree)等加速碰撞检测。碰撞检测包括离散和连续检测,以及空间查询。AABB Tree在物理引擎中广泛用于ray cast和shape cast,通过自顶向下遍历优化查询效率。更新AABB树通常采用自底向上或启发式算法。
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